Problem: My ragdoll is bugging out its stiff, and the root part is acting wierd. Even after changing the humanoids state type it makes it worse. Im trying to achieve a fluid look and i dont want it clipping into the ground. For the clipping part i could use collision groups.
Video:
Script:
self.PlatformStand = true
for i, v in self.Character:GetDescendants() do
if v:IsA("Motor6D") then
local BSC = Instance.new("BallSocketConstraint")
local A0 = Instance.new("Attachment")
local A1 = Instance.new("Attachment")
A0.Parent = v.Part0
A1.Parent = v.Part1
BSC.Parent = v.Parent
A0.CFrame = v.C0
A1.CFrame = v.C1
BSC.Attachment0 = A0
BSC.Attachment1 = A1
BSC.LimitsEnabled = true
BSC.TwistLimitsEnabled = true
v.Enabled = false
if v.Parent:IsA("BasePart") then
v.Parent.Massless = true
end
end
end
self.Hum.WalkSpeed = 0
self.Hum.JumpHeight = 0
self.AutoRotate = false
Try excluding the Root Motor in Lower Torso when replacing them with ball sockets. It’s connected to the HumanoidRootPart, and might cause problems when messed with.
It made it worse, i started the game with it not enabled and then in the middle of the test i disabled it. When i disabled it in the footage it worked like i wanted it to, but when i run the script as soon as they game starts and include the motor it tweaks out again.